As before, vampire spawn are not targeted by Churn while disguised, but do not benefit from the increased resistance to Churn that full vampires were meant to have.
Because vampires and spawn used a different antag datum from the spawn and lord, they were not checked for vampirism due to the way the code was written. This has changed, and true vampires enjoy a 49% reduction to their chance to be churned.
The Vampire Lord is now only immune to churning when their level is greater than 2, and their immunity no longer rebounds churn onto the caster. This is because Churn can have multiple targets, and you should not be punished for casting a targeted AOE spell on your favored enemy as one of Necra's faithful. It's literally your holy duty to do so.
Templars and paladins now have a max faith of 250. Progression limit is still 100 however, so they wont gain t2 miracles despite having a larger faith pool
Churn undead faith cost from 60 to 50
Why It's Good For The Game
Templars and Paladins are specifically designed to put the undead to rest, but only being able to cast the miracle once during a prolonged fight doesn't feel good. Seeing as they do not benefit from higher miracles and that Churn has a 30 second cooldown, this seems like a fair change. Additionally, this fixes a bug where normal vampires aren't even checked for resistance, and makes it so Necra worshippers and paladins/templars are suited to taming the tide of vampire spawn and their death knight cohort, regardless of if the Vampire Lord is leading the assault; he may be totally immune, but his armies are not!
About The Pull Request
As a companion to https://github.com/Blackstone-SS13/BLACKSTONE/pull/1377 and because someone wanted to see Churn Undead actually work on vampires, I made a few changes.
Why It's Good For The Game
Templars and Paladins are specifically designed to put the undead to rest, but only being able to cast the miracle once during a prolonged fight doesn't feel good. Seeing as they do not benefit from higher miracles and that Churn has a 30 second cooldown, this seems like a fair change. Additionally, this fixes a bug where normal vampires aren't even checked for resistance, and makes it so Necra worshippers and paladins/templars are suited to taming the tide of vampire spawn and their death knight cohort, regardless of if the Vampire Lord is leading the assault; he may be totally immune, but his armies are not!